I created this deck because I had a bunch of Justice Achievements piled up from a few days offline. Since the achievements didn’t require me to win, but instead counted cards played, influence gained, & damage done, I decided to create this janky Mono Justicew deck to optimize my time.

Much to my surprise I won nearly 10 games in a row, and to this day I will use this to ladder. It turns out that many of my opponents’ draws couldn’t handle an aegis creature loaded up with gear. It feels so cheesy, almost like bogles or infect in Magic, but it works, so if you want a deck that can get you some wins and rarely gets power screwed, and never gets influence screwed, give this a shot.

The premise is to pile on weapons, in particular Mantle of Justice, which is the mono Justice card in the mono-faction synergy cycle, onto creatures with Aegis, forcing your opponent to use 2 removal spells, which they hopefully don’t have, especially if they are using damage-based removal, and your creature gets out of range. This happens quite often actually, and especially if you get some buffed flying lifesteal going, it can be near impossible to beat.

As an added bonus, this is a seriously budget deck. It requires no legendaries and only 4 rares, the Valkyrie Enforcers, which are a top tier rare that gets played in most Justice decks anyway, so they are a worthwhile acquisition.

Card Choices:
I would say the flexible slots are: Hero of the People (which I only recently started trying), Paladin Oathbook (a fun 1-of that has been good), and the number of protects (which can be dead in multiples, but are usually blowouts). Some may think Crownwatch Longsword is weak, and it is in a vacuum, but it is the best Justice weapon at 2 or less power other than Feather, which is amazing. There is Gilded Glaive at 3, but we are already maxed out there, and it doesn’t help us on a turn 2 Deputy, which can be strong. Hammer of Might is fine, but in this deck Mantle of Justice is better, and the only reason to force mono Justice at the moment. I have played Hammer, and it is always at least -1/-1 to start compared to the Mantle, on top of the fact that the deck is smashing so hard, you rarely get to take advantage of the future Warcry 3 bonus.

Matchups:This is a weird one, because honestly when I lose, it feels less about what my opponent was doing any more about how the deck performed. Like I mentioned before, this is part of the reason this feels like Infect or Bogles from Magic the Gathering: It is quite often playing solitaire and snowballing out of control, and its weakness are hands prone to heavy buff and support cards, and not even units to carry said weapons.

That being said factions and decks that use primarily damage-based removal have a really hard time beating this deck, and spot-removal heavy control or midrange decks can beat it by getting a removal-heavy draw when you draw a threat-light hand. This, like the aforementioned Magic decks, comes down to some serious redraw contemplation: can this draw survive a 3 or 4 removal draw from my opponent?

Anyways, let me know if you like the deck, or how it performs for you, or if you have any ideas on cards or matchups. Now get out there and bring the Justice!